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TabletopNuke
2009-11-19, 03:00 PM
Edit 12-06: I have added this to the anomaly list on the mindscourge page.

I recently created a psionic adaptation of the warlock class called the mindscourge (http://www.giantitp.com/forums/showthread.php?p=7318333#post7318333). Playground members have strongly recommended that I create new anomalies (the equivalent of invocations) for the mindscourge.

First up is a staple of the classic psychic archtype, telekinesis.

I used the spell version of telekinesis, as opposed to the psionic power. This is because the psionic version is divided into three separate powers, all of which are 4th-level or below. Let me know if you think I should divide it into the three low-level powers instead.

The telekinesis spell is normally 5th level, which would make it a greater-level anomaly. Telekinesis is a powerful and versatile ability, it shouldn't be available at-will until high level. I boosted it up to 6th level, making it a phenomenal anomaly (the equivalent of a dark invocation). I also powered it down by reducing the range from long to short.

Does the anomaly level need to be dropped, or is it still overpowered? Should I change the range to long?

Telekinesis
Phenomenal, Telekinesis; 6th
Display: Visual
Range: Close (25 ft. +5ft./2 levels)
Target: See text
Duration: Concentration (up to 1 round/ level) or instantaneous; see text
Saving Throw: Will negates (object) or None; see text
Power Resistance: Yes (object); see text

You move objects or creatures by concentrating on them. Depending on the version selected, the anomaly can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per manifester level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will Save or with power resistance.

This version of the anomaly can last 1 round per manifester level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The anomaly ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks set by the DM.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they donít provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple), you use your Charisma modifier in place of your Strength or Dexterity modifier, and a failed attempt doesnít allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but power resistance applies normally. This version of the anomaly can last 1 round per manifester level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the psychic energy can be spent in a single round. You can hurl one object or creature per manifester level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per manifester level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Charisma modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will Saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a targeted creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

TabletopNuke
2009-12-05, 11:59 PM
Erm, I've gotten over a hundred views on this thread, but no comments. Does that mean no one's found any flaws with the anomaly?

ErrantX
2009-12-06, 02:42 PM
I really don't see any flaws with the anomaly. It seems pretty cut and dry; by increasing it to a phenomenal anomaly, you've given it the credit it is due and thus only higher level mindscourges are going to be picking up children by the horde and tossing them into wells. All in all, it's a good adaptation. I see nothing wrong with it balance wise. It gives the mindscourge some battlefield control as well as something else to do aside from, "I do damage yay!"

I like it. ErrantX seal of approval.

-X

TabletopNuke
2009-12-06, 05:19 PM
I really don't see any flaws with the anomaly. It seems pretty cut and dry; by increasing it to a phenomenal anomaly, you've given it the credit it is due and thus only higher level mindscourges are going to be picking up children by the horde and tossing them into wells. All in all, it's a good adaptation. I see nothing wrong with it balance wise. It gives the mindscourge some battlefield control as well as something else to do aside from, "I do damage yay!"

I like it. ErrantX seal of approval.

-X

Yes! I'll go add it to the anomaly list now.